Search found 39 matches

by WeirdConstructor
Fri Feb 23, 2024 12:31 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 31181

Re: Friday Facts #399 - Trash to Treasure

aka13 wrote: ↑
Fri Feb 23, 2024 12:25 pm
- You need to ship in a resource which is usually abundant and is needed in huge amounts - check. "But you don't have to" - yeah, trains will be burning what then?
As far as I got, you can get heavy oil, which you can use to fuel trains?
by WeirdConstructor
Fri Feb 23, 2024 12:15 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 31181

Re: Friday Facts #399 - Trash to Treasure

I just love the concept of Fulgora. Deep respect for the game design thoughts that went into this. Can't wait to play it. Finally a good reason to build rail roads and not having to rebuild factories for all the intermediate products like cogs, steel, ... it sounds like exciting fun!
by WeirdConstructor
Fri Oct 20, 2023 11:31 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 40599

Re: Friday Facts #381 - Space Platforms

I love the whole concept. Just a few questions:
  • Do the costs for the rockets stay the same as in vanilla?
  • And how big is the inventory of the rockets?
by WeirdConstructor
Sun Oct 07, 2018 2:11 pm
Forum: Ideas and Suggestions
Topic: This circuit system...
Replies: 10
Views: 3771

Re: This circuit system...

You can do anything with the factorio "combinators" but the point is, how easy. One big problem is, that you have to regard how the "combinators" are connected. A single wrong wire destroys the whole concept, and you hardly see which "combinator" is connected with what...
by WeirdConstructor
Sun Oct 07, 2018 8:31 am
Forum: Ideas and Suggestions
Topic: This circuit system...
Replies: 10
Views: 3771

Re: This circuit system...

On a second thought. Yes, you can emulate logic gates using the arithmetic signal stuff. But it's still making it not easier to work with. What is missing, is a way to define your own combinator devices in terms of the existing basic ones (constant, decider, arithmetic). You can already blueprint th...
by WeirdConstructor
Sat Oct 06, 2018 6:50 pm
Forum: Ideas and Suggestions
Topic: This circuit system...
Replies: 10
Views: 3771

Re: This circuit system...

I have to work with high level languages and with simple signal flow 2D languages for automatisms regularily. The signal stuff in Factorio is quite confusing. There is no easy way to convert between singal level logic and signal edge trigger logic. There are no easy to implement delay element. And a...
by WeirdConstructor
Tue Oct 02, 2018 8:55 pm
Forum: Ideas and Suggestions
Topic: Dual inserter mechanic
Replies: 20
Views: 5134

Re: Dual inserter mechanic

Otherwise I am thinking that an easy fix to the the core problem could be a "single item type" checkbox that could be applied to chests. When the flag is checked, only one kind of item is allowed and then the chest no longer needs to check every slot... just the total quantity. UPS proble...
by WeirdConstructor
Sun Sep 30, 2018 10:25 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51239

Re: Friday Facts #262 - Hello my name is: Compilatron

Horatio wrote: ↑
Sun Sep 30, 2018 5:11 pm
Then there is a clear meaning and we have something to fight for.
Like a completely polluted starting city for the childs? And where is the original goal of starting a rocket to get back? I don't say that your plot is a great starting point. But Factorio is purposefully setup in a different way.
by WeirdConstructor
Sun Sep 30, 2018 2:34 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51239

Re: Friday Facts #262 - Hello my name is: Compilatron

The Compilatron is a clever solution in my opinion. Even though I am like 150h into the game now, I look forward playing the new tutorial. I only wish, there weren't already so many mods by now. Because almost every idea I get for making a mod is already implemented somewhere and somehow. On the oth...
by WeirdConstructor
Wed Sep 26, 2018 3:35 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46344

Re: Friday Facts #256 - The little things 3

Factorio is probably the most griefer-friendly game i've ever seen (griefers are surprisingly rare though)... Minecraft suffers from griefers more because of the young age of the player base. You got to deal much more with immature brats. I guess most children that do Factorio multiplayer are doing...
by WeirdConstructor
Wed Sep 26, 2018 3:28 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46344

Re: Friday Facts #256 - The little things 3

@belt immunity: Why is the player unable to craft a jet pack while he can craft nifty flying robots?
by WeirdConstructor
Tue Sep 25, 2018 6:27 pm
Forum: General discussion
Topic: Complete the game in 8 hours achievement - time for a change?
Replies: 16
Views: 20972

Re: Complete the game in 8 hours achievement - time for a change?

As player who only has played the game only ~120h: I launched only 2 rockets yet. All way beyond the 20h mark. For me 15h would mean that I have to focus a bit on only building the absolutely necessary stuff and pick a good map. 8h would be a real project and probably take me too many tries for me p...
by WeirdConstructor
Fri Sep 21, 2018 7:13 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 39969

Re: Friday Facts #261 - Performance + New player interaction

I have yet to see in game video tutorials where a pretty lady/guy (depending on your preference) explains things ;-)
by WeirdConstructor
Fri Sep 21, 2018 6:55 pm
Forum: General discussion
Topic: Why not Lua?
Replies: 24
Views: 11205

Re: Why not Lua?

Even though Lua has no nifty optimizations, it's still well 10x faster than for example Python. I benchmarked it multiple times and wrote multiple scripting languages implementations myself over the years. Reaching that versatility and raw performance without a JIT compiler in a scripting language i...
by WeirdConstructor
Thu Sep 20, 2018 7:58 am
Forum: Off topic
Topic: A lot of great minds play Factorio.
Replies: 31
Views: 18712

Re: A lot of great minds play Factorio.

Nefrums wrote: ↑
Thu Sep 20, 2018 7:05 am
Nuclear plants don't blow up, but they can melt. They are not filled with explosives.
They actually blow up pretty neat, most recently shown in Fukushima.
Of course it's not the nuclear material that blew up, but the Hydrogen that was unintentionally generated.
by WeirdConstructor
Wed Sep 19, 2018 9:30 am
Forum: Off topic
Topic: A lot of great minds play Factorio.
Replies: 31
Views: 18712

Re: A lot of great minds play Factorio.

... It's a question whether we want it or not. But we Europeans are dump enough to vote for right wing assholes instead... (I still prefer to live in a democracy... but the concept can lead to frustrating results.) Technology and industrialization have overtaken the humans since the beginning. The ...
by WeirdConstructor
Wed Sep 19, 2018 3:51 am
Forum: Off topic
Topic: A lot of great minds play Factorio.
Replies: 31
Views: 18712

Re: A lot of great minds play Factorio.

The problem you state is already tackled by many institutes, scientists and engineers. There are lots of ways to store energy. The issue is not that humans don't have the technical means, but they are not making it a priority. And market economy is a bad mechanism that does not emphasize sustainabil...
by WeirdConstructor
Tue Sep 18, 2018 12:58 pm
Forum: General discussion
Topic: Belt question
Replies: 13
Views: 4942

Re: Belt question

Yellow belts all the way until rockets! I only occasionally use a red belt to upgrade a slow ore belt in my spaghetti. Even though I love how far the red underground belt reaches. So much opportunity for new spaghetti!
by WeirdConstructor
Mon Sep 17, 2018 3:11 pm
Forum: Modding help
Topic: Help with autoplacement for multi level (3D) map
Replies: 15
Views: 3357

Re: Help with autoplacement for multi level (3D) map

PS: Can anyone recommend a noise function for 3D? Just use any RNG or even hash function (like xorshift or whatever, even the Lua random number generator might wirk) and throw in the coordinates as seed (hashed and/or xor'ed x/y/z) and you got your value for that position. You can mix multiple octa...
by WeirdConstructor
Mon Sep 17, 2018 1:37 pm
Forum: Modding help
Topic: Help with autoplacement for multi level (3D) map
Replies: 15
Views: 3357

Re: Help with autoplacement for multi level (3D) map

PS: Can anyone recommend a noise function for 3D? Just use any RNG or even hash function (like xorshift or whatever, even the Lua random number generator might wirk) and throw in the coordinates as seed (hashed and/or xor'ed x/y/z) and you got your value for that position. You can mix multiple octa...

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